Rules Questions - Start of turn effects and triggers.

By forkbanger2, in Warhammer Invasion Rules Questions

A few rules questions about some things that have been confusing our players.

There's a ruling that you can only resolve a single 'beginning of turn' effect, for example an Abandoned Mine. Does this have any effect on other cards and timings with similar wordings (like Keystone Forge) or is the Abandoned Mine wording card-specific?

Abandoned Mine - Action: At the beginning of your turn, you may return one of your developments to its owner's hand.

Keystone Forge - Forced: After your turn begins, heal 1 damage to your capital.

Do quests suffer from the same 'one per turn' restriction?

Any Quest - Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

If I had 2 quests in play, an Abandoned Mine and a Keystone Forge, which ones could I trigger at the start of my turn?

Similarly, how do mulitple copies of other triggered cards like Cauldron of Blood work?

Cauldron of Blood - Forced: When this zone is attacked, deal 1 damage to one target attacking unit.

If my opponent and attacks and I use a Cauldron, can I then use another one? Or have I missed my trigger for CoB(2) by using CoB(1)?

forkbanger said:

A few rules questions about some things that have been confusing our players.

There's a ruling that you can only resolve a single 'beginning of turn' effect, for example an Abandoned Mine. Does this have any effect on other cards and timings with similar wordings (like Keystone Forge) or is the Abandoned Mine wording card-specific?

Abandoned Mine - Action: At the beginning of your turn, you may return one of your developments to its owner's hand.

Keystone Forge - Forced: After your turn begins, heal 1 damage to your capital.

Do quests suffer from the same 'one per turn' restriction?

Any Quest - Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

If I had 2 quests in play, an Abandoned Mine and a Keystone Forge, which ones could I trigger at the start of my turn?

Similarly, how do mulitple copies of other triggered cards like Cauldron of Blood work?

Cauldron of Blood - Forced: When this zone is attacked, deal 1 damage to one target attacking unit.

If my opponent and attacks and I use a Cauldron, can I then use another one? Or have I missed my trigger for CoB(2) by using CoB(1)?

The limit to single "beginning of turn" effect is specific to Abandoned Mine. This is because (if you notice) all of the cards on your list EXCEPT Abandoned Mine are "Forced". Abandoned Mine is an "Action".

So the timing goes something like this. The turn begins - All of the appropriate "Forced" Actions resolve - in the order you choose. Next, you give back your resources, restore a unit, take your new resources, and then, during the Action Step at the end of the Kingdom Phase, you can take actions. The FIRST action you take must be Abandoned Mine, otherwise you can't use it. If you have two Abandoned Mines, then whichever one you choose to resolve first, precludes you from using the second Abandoned Mine, because at that point, it will no longer be your first action.

To answer your specific questions:

Do quests suffer from the same 'one per turn' restriction? - No - if you have multiple quests in play, each one that has a unit questing on it adds a resource to it.

If I had 2 quests in play, an Abandoned Mine and a Keystone Forge, which ones could I trigger at the start of my turn? - As above, the Keystone Forge and both quests would trigger immediately upon the start of your turn, in any order you chose, and then during the Action Step at the end of the Kingdom Phase you could trigger the Abandoned Mine as long as it was the first thing you did.

If my opponent and attacks and I use a Cauldron, can I then use another one? Or have I missed my trigger for CoB(2) by using CoB(1)? - Yes you may, COB stacks like most other cards.

Hope that helps,

Jake

This may further clear things up a bit, though Jake did an excellent job...

You do not trigger Forced effects, they trigger and resolve all on their own. Triggering an Action effect is a choice you make about whether an effect is going to go off or not. You have no choice about whether a Forced effect goes off, it just does. The choices you get when it comes to Forced effects is any targets it tells you to pick, and what order they resolve if you have multiple Forced effects triggering at the same time.

Any action you take that has a timing requirement must be taken as separate actions, you may not take two actions simultaneously. Tisis the other big difference between a Forced effect and an Action effect.

The only quest currently that doesn't stack is Defend the Border which redirects the FIRST damage done to your capitol. Since only one damage can ever be the first done, multiple quest would not be able to resolve on the same point of damage, because it would have already been redirected. Well technically you could redirect that one point of damage multiple times in a multiplayer game, but it would serve no purpose.